Issuing commands in order
Commands are processed in the order they appear in the intend_list. However, there are 2 types of commands: state, and action. State commands change the sprite variables, and Action commands both change sprite variables as necessary, and also change animation (that is, generate a new lookup).
Directional commands (d:#) are the only State commands. They change the
seq_dir variable but they do not issue a PlayerSetAnimation implicitly. It allows for other situations to do that.
NPC animation sheets
NPC animation sheets were created alongside Player animation sheets and they are essentially copies with the main exception that all animation functions as described in the original document have an additional argument passed on to them, which is the UID of the sprite being changed.
In animating Player, this was easy because all references to Player was the same. With NPCs, it’s made so that it can accommodate changing animation across multiple sprites.
NPC animation maps
In the same way, NPC animation maps have been created on a per-NPC basis. Each NPC will have its own animation map named according to the name of the NPC.
NPCs in Tiled
Tied with the animation sheet system, the Facing parameter in Tiled, like the one for the Player, orients the NPC at load time (ie modifies the direction).
Details of how NPCs and other entities in Tiled are defined will be covered in later topic.